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I have made this tutorial to explain how to port Black Ops 1 Third Person animtypes into WaW, because they asre seriously easy, yet few seem to do it. Black ops 1 is preferable as you can pinch the anims straight from the Black Ops 1 Mod tools and convert them with Toms programs to avoid maya - but I will do a tutorial on "fixing" the Tanims for those wishing to port Black Ops 2 or other games anims ( Which you will get as "T"anims not "X" anims )
Step 1 - Converting the Anims to Cod 5 # PREREQUISITES : You need the Black Ops 1 Mod Tools and Toms Crowleys Xanim Exporter for this
Go to the raw/xanim folder in the Black Ops 1 Mod tools
# NOTE : Third person anims will be prefixed with either "pt_" or "pb_" ( Standing of course for "player Body" or "player Torso"
Search for the anims you want to port, for our purposes, we will do the mini gun anims
As you see - there are quite a few, so this will take a little time and patience. I remind again this is not "difficult" its just "long"
You will now need "Toms Xanim Exporter" To "convert" these anims from Black Ops 1 directly to World At War
Open Toms Xanim Exporter and click "converter"
This will open a new window, now change the "convert to" option to "Call Of Duty 5" and drag all of the anims on to where it says "Drag Files To Load" ( If it crashes, do small amounts of anims - at a time )
They will now be in the "converted" folder in whatever folder you have Toms program in
Now move these to Call off Dtuy 5. So put them directly into root/raw/xanims
The animations are done now, now thank Tom for his wonderful program
Step 2 - Setting up the Anim Type # PREREQUISITES : I recommend both "backing up" your root/raw/mp folder and getting "Notepad++" for this
Go to root/raw/animtrees and copy the "multiplayer.atr" to your mods folder
Open the file
Now we need to add the animations to the anim tree, but from what ive found, its not as hard as it looks
At the top of this file youll notice its specifying this part is for the "torso" aninmations, and bodys go way down the bottom
This is literally all i did :
So thats that, also done - see, its easier than it sounds / looks
Now you need to go to the raw/root/mp folder
# NOTE: Back up the files we mess with as this effects "globally" as we are in the raw folder
Open the playeranimtypes.txt
All you need to do here is "define" your new anim type. So literally just add what you wanna call it to the bottom of the file, save and close
Now open the playeranim.script ( Prefereably in Notepad++, but any text editor )
Now it may seem all complicated, but it isnt. This is bascially a "list" of all the different animations that a person can do in game. Walk, idle, crouch etc
Its just in a list of sections for each animation, you just need to define your "anim type" in these sections, and tell it which anim it should use in this case.
We will go through the basics here
So to begin with, I called my anim type "akimbo" in the previous step, so thats what its referred to as from here in this file too
So to begin with, easy one, the "idle"
This will be way at the top, as you can see the first thing we see is the idle
now to add to this you do the following
Easy, like this :
Thats it, idle is now set up, you "could" go test it at this stage, but no point
you just do the same for the rest, after two or three itll seem straighforward
# NOTE : Some become a "little" more complicated so ill explain
Sometimes there can be a number of appropriate anims so we need to be a little more specific
The flinch ones are one example
You need to specify the "crouch and prone" as well as the "standing" animations in these, its easy enough tho
you can specify the move type too, so heres a example :
# NOTE : In the "walking" animations, youll usually need to define them in two groups, one group of : forward, left, right and another for : back
so for this we can define also "strafing"
So for example you would do something like this :
Thats all there is to it. Now just go through the list
If there are any you dont have animations for, either dont set one or set something "close" ( like i think the shield uses the "stand walk" anims for crouched movement )
Step 3 - Loading this into your mod and changing the animtype on your gun In mod.csv, add all of the anims and add this :
now we need to set the anim type in your weapon file. Again easy, just open it in a text editor and change it over ( cant use UGX weapon editor for this )
So, assuming you have
Ported the animations to waw Added them to mod.csv Added the two lines also Defined the new animtype name in playeranimtypes.txt Set up the animtions in the playeranim.script Added all animations to the multiplayer.atr Changed the playeranimtype in the weapon file Ticked the relevent things in launcher, Recompiled map and rebuilt mod
Will this method work for bo2 anims as well? Not got round to trying it yet so
Probably depends on if lemon will export the animations properly or not. It fails on pretty much all script_model animations and AI animations so I seriously doubt it will work on player animations.
Last Edit: March 14, 2016, 01:48:07 am by alaurenc9
Probably depends on if lemon will export the animations properly or not. It fails on pretty much all script_model animations and AI animations so I seriously doubt it will work on player animations.